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Myth

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Everything posted by Myth

  1. It isn't necessarily a bad move - she is much less scary if you do trap her in engagement. The problem there is the ability of Snowstorm to safely rremove her from danger. For myself, I'm not sure where the talk of Lynch being a 'top five' Master comes from. Of course, I'd have trouble really pinning down an actual list of 5 Masters that I consider 'the best', since schemes and opposition come into it a lot. I wouldn't consider Lynch the scariest master out there, but do feel that he is a strong, solid contender, and think I only have a single loss when playing him. I do think that 'Final Debt' gets talked up a lot more than it needs to be. In my games with Lynch, despite always taking Wake Up WIth a Hand, I think I've only had a single game where it definitively won the match for me- and that was a Lynch Mirror Match where my enemy had lots of models with built-in Brilliance. It is definitely a powerful ability and can be put to good use, but it isn't something you use casually or easily. Getting Lynch into position, setting up Brilliance, having enough cards in hand to give it a big impact - those are all significant hoops to jump through. I have much more success just having Lynch focus on support, slowing enemies, diminishing the enemies hand, etc. One key suggestion that does come to mind - if you often find yourself getting blindsided by late-round abilities (like Snowstorm bringing Rasputina to safety), it can be worth trying to invest in a few more cheap models for the crew, whether Tots or Depleted. Even if they don't have much they can do in their own right, they can buy you activations to help avoid being taken by surprise at the end of the round. They can also serve as key distractions - if you corner Rasputina with a Tot or Depleted, they still shut down her casting even if they aren't a big threat to her. If Snowstorm rescues her from them, you can go after her with your bigger threats now that she can no longer escape. That is one of the big lessons I've learned with Malifaux. Board positioning and activation control is very, very important, and often it is worth sacrificing an attack or two in order to set yourself up for something more important the next round.
  2. See, I find that funny, because I think of the Child as the one more geared for the balanced approach (since it brings versatility and healing), while I see the Student as more effective for a nova build (since it helps channel more speed or AP into Blood). But I think that's one of the great things about Malifaux, that different players can come at the same approach from opposite directions and have both end up as viable solutions.
  3. It really depends on configuration. If you want Viktoria of Blood to be as dangerous as possible, you've got 3 powerful upgrades (Scramble, Tally Sheet, Mark of Shez'uul) competing for 2 slots. Spending one slot on Oathkeeper is a costly investment when the Student can do the job for you, especially since Viktoria of Ash and Vanessa can also set up all the buffs you need. But again, there are 3-4 different ways to set up a Viktoria missile, and I don't think there is a single one of them that is superior to the others. Whether you use the Student or the Child, whether you are getting extra movement via Sisters in Spirit or Void Wretch burying or Oiran Lures, whether you are buffing with Ashes or Vanessa or Hannah... I think all of these approaches can be viable, over all. And each of them has pros and cons, which is what makes them balanced choices, rather than having one singular list that is the only way to make a competitive Viks crew.
  4. Yeah, the Student pairs well when you have a good elite model to buff. I also like taking it when you have Hans around - that way, once the Student gets left in the backfield, there is another nice model to buff in later rounds.
  5. Yeah, the biggest weakness of the Student is the need to stay close to give out Fast. On the other hand, it has good speed itself and Sisters in Spirit can help get it to the action quickly. I generally find that on turn 1, I use it's own Sisters in Spirit to move up the Viks and stay near them, and on turn 2, I should still be in position to hand out Fast. Ml 4 is low, but I've found that if it acts late in the round - particularly if getting +Flip to attacks from Sisters in Battle - it can land some blows, since the opponent has often used up their high cards keeping the Viks themselves at bay. (And with Fury, those attacks hurt). I also often have so many upgrades I want to put on the Viks that I don't have room for Oath Keeper, and so I don't end up redundancy there. The other big difference I've noticed - survivability. Specifically, the Malifaux Child is much harder to take out with targeted removal, due to Manipulative and Disguised. On the other hand, I've had it casually cleared out by blasts on a couple occasions. The Student, on the other hand, is a bit more vulnerable to being killed by actual attacks - but with armor and more wounds, is less vulnerable to low-damage pulses and blasts.
  6. Yeah, the three advantages I see of the Student: 1) Sisters in Spirit can really boost mobility at key moments; 2) The Student, with Sister buffs active, can actually be a surprisingly effective combatant that the opponent isn't expecting; 3) While the Child and the Student both effective give you an extra AP, the Student lets you focus it a bit more effectively. If Ashes and Vanessa can already cast all your buffs and move Blood into position, giving Blood Fast so she has a 4 AP turn while fully buffed... can be very, very scary. That said, the Child is cheaper, Manipulative can make it very hard for some crews to get rid of, and also offers healing. So I think it remains a reasonable choice, and it often comes down to personal preference - or even just how many SS you have left over after buying all your other key models.
  7. Yeah, I definitely often run Lynch with only a few of his standard crew. I do like Illuminated, but the truth is, Lynch and the Darkness are both really solid models on their own, and so I find that they can work well in just about any list. As for Nephilim... Tots are obviously useful, and probably the most obvious fit for Lynch, since Sprint really powers up if you get the Ace of Masks in your hand. I almost always bring along a Doppelganger as well, and with the Ace of Masks and the trigger on Mimic, a Doppelganger can sprint up to 36" in one turn! So that is a nice combo. With Wave 1 stuff, I did bring the Mature along with Lynch's crew a few times as my heavy hitter, and he performed well. I feel like Graves can now largely fill that some roll for cheaper, though - a bit less speed, but more synergy with the crew. Or, if you want to spend a few more stones, you could toss in Nekima. I don't see any real direct synergy there, unless you are simply going the 'all powerhouse' crew and want to fit in as many big threats as possible. Nekima does have a trigger to draw cards, which Lynch likes - but she also tends to eat up cards if you want to keep her alive, so that's a bit of a trade-off. Young Nephilim always feel awfully fragile to me. I think they work best with a Master who can help move them around or provide them some survivability, and given how solid Illuminated are, I don't see them as much use for Lynch. I don't see much use for Tuco with Lynch. Lelu and Lilitu, meanwhile, are all around solid models - but again, not sure there is any specific reason for Lynch to bring them along in place of, say, an Illuminated and a Beckoner. Similarly, I don't have much experience with Barbaros, but feel that for his price, there are more useful things you could bring along with Lynch. However, one Nephilim that looks like he could be a good addition is the Black Blood Shaman, as was pointed out in another thread. Illuminated with Black Blood become even more of a nuisance to deal with. And if you already are bringing some Tots, having them morph into Young Nephilim right in the midst of the enemy could be a great mid-game move.
  8. I only just put together my first one last week. I'm planning to give them a spin, but hadn't really been thinking of doing so with Lynch. They are very much a 'gamble' model where they can pay off big - or kill themselves off without any effort required by your opponent. They can create cover, but I find Waldgeists more reliable for that. I think they are at their best when in a list really designed to take advantage of them. For example, they look like they would be great in a Dreamer summoning list when combined with his healing aura - or in a Collodi doll list when combined with an Effigy buff that heals them. (Healing + Hard to Kill is really, really strong.) I'd likely bring them in a Lynch list if I was focusing more heavily on Brilliance, since Addict does make their attack more reliable. Alternatively, I might run them with Lynch for their card drawing attack, since more cards can really power him up. You kinda need to be certain that you can either win the duel or flip a Crow without cheating, since if you cheat, you are simply drawing even on cards. Unless, of course, you are cheating in the Ace of Crows. When used simply for general purpose use, I see their big advantage being their nuisance factor. Get some of them in the enemy's face and watch them struggle to figure out how to respond. 7 Wds and Hard to Kill makes them non-trivial to dispose of, even with Df 4. If the enemy does spend time swinging on them, they risk damage from Rotten Contents - and triggering Eternal Nightmare to give you more actions. Quite often, the enemy just doesn't want to risk it, especially if it is late in the round and they will be vulnerable to Gamble Your Life. That's really the key - Gamble Your Life needs very good timing to be of use. You don't want to just spam it, unless you really are relying on luck alone. You want to use it when the opponent is low on cards and you still have some decent cards you can afford to cheat in to win. What you really don't want to do is move in range of the enemy, attack with Gamble, lose the duel, got dropped by the damage to 1 Wd, and trigger Reactivate.... and immediately watch the opponent take their turn and easily finishe you off before you can take advantage of Reactivate. On the other hand, if the enemy is all out of models and out of cards, and you have a couple Stitched who haven't gone yet, they can really go to town and do some serious damage... So overall, I definitely think they are a solid model, but not really something you toss in just to round out points. As a general purpose model, whether you bring them or Waldgeists for cover generation is likely a matter of personal preference. Waldgeists have the edge in durability, but Stitched have the extra utility of Game of Chance, and a potential for very high damage, even though it comes with a downside. The other nice thing about Gamble that often gets overlooked is that it is a ranged spell. Only range 6, but no gun icon means you can fire it into cover or into combat without risk, and that can come in handy.
  9. I think the Mysterious Effigy is unquestionably the weakest of the lot. It certainly isn't worthless - the base Effigy statline is pretty solid for 4 SS, so he'll always have some use. But he definitely got the short end of the Effigy shtick (a shame, since they were originally a Neverborn concept to begin with, but have now cut ties with everyone other than Collodi.) In general, each Effigy has three unique features: 1) Their Attack 2) Their Effigy Buff 3) Some final unique benefit. The Attacks Let's look at the attacks. The Mysterious Effigy gets a very basic attack (Ml 4, Rg 1", Dmg 1/2/4), while all the others seem a bit more unique: -Brutal (Guild): Attack is ranged, higher moderate damage, and can Slow. -Carrion (Ressers): -0/-1/-2 damage, but +1 Ml and a trigger to Slow or Poison. -Lucky (Gremlins): +2+2/+3 damage, in return for -1 Ml. -Arcane (Arcanists): Ca instead of Ml, and thus bypasses Incorporeal. -Hodgepodge (Outcasts): +1/+0/-1 damage, and a trigger to bypass all forms of reduction. -Shadow (Ten Thunders): Always does 1 damage, but Ml 7. Sure, you can argue some of these are a trade-off rather than being superior. But I'd take just about any of them over the basic one the Mysterious Effigy has. The Buffs The Mysterious Effigy gives out Rapid Acceleration, the ability to push away from an enemy after resolving an attack. Now, don't get me wrong, I think this is certainly useful. It can be great for stopping an entire enemy attack when Charged, for example. Part of my issue, though, is that it isn't very good for Neverborn. Lilith can make good use of it, I suppose. But Pandora, Collodi and Lynch already have access to similar abilities. Zoraida and Lucius already discourage charges and encourage being targeted by single, Focused attacks. Sure, even outside of charges, free movement and disengaging from enemies can be useful. But that is counterbalanced by the fact that the enemy knows you have Rapid Accelleration, and can position their models to minimize where you can escape to. Guild, Ressers and Gremlins each get Effigies that give out healing, and typically enough to reliably recover ~2 Wds a round. Carrion Effigy you have the most control over but costs a card; Brutal relies on hitting, but can also gives you bonus cards when you kill enemies; and the Lucky Effigy is a gamble, but one that can pay off big when weathering a lot of attacks. All of those are useful to most any Master. The Arcane Effigy either boosts your damage or diminishes the enemy hand. As long as you are attacking the enemy, that's useful. The Hodgepodge lets you gain Soulstones (at the cost of cards) when you kill enemies. Most Outcast Masters are pretty killy. Very good. Ten Thunders gets the one most similar to the Mysterious Effigy. Like with Rapid Acceleration, it can only be used once per turn. When attacked, you can burn it to give the enemy a negative flip. So similar... except that Rapid Acceleration only really comes into play when an enemy is planning to attack you multiple times. Blend into Shadow, from the Shadow Effigy, pays off as soon as a single attack is incoming. That makes it a lot more reliably worthwhile. So, again, the Mysterious Effigy seems to have the weakest buff of the lot. Bonus Feature In addition to the attack and the buff, each Effigy has one other 'perk' that is unique to it. The Mysterious Effigy gets Disguised Fate, which lets nearby models cheat, face-down. This is quite handy, and great for bluffing your opponent. It is especially good with Jacob Lynch, who can recover cheated Aces when you attack - but then, he already has access to a similar effect at a larger range. The fact that it is an always active Aura is the saving grace of the ability, and makes it the only really worthwhile thing the Mysterious Effigy brings to a crew. Many of the other Effigy buffs are much more powerful (Hodgepodge provides Cover, Carrion removes Immunities, Gremlin draws attacks, Shadow helps drop Scheme markers, Arcane removes Conditions) - but they all require an action, which seems to balance them a bit. The Brutal effigy, with the guild, is the only other one with a passive effect in the form of Finish the Job. Of course, this gets back to the first issue - the Mysterious Effigy's subpar attack. He might have more AP than his cousins to spend, but doesn't have anything very useful to spend it on, especially since he needs to stay near other models to provide his Aura. Conclusion If the Mysterious Effigy has something more functional with his attack, or if his effigy buff was on par with other effigy buffs, or if his Aura had a bit more range, I'd probably look into taking him. But with all three of them being rather lackluster, it seems unlikely he will see much use. Many of the other Effigies not only bring useful abilities to the table, but they bring unique benefits that I can't get anywhere else. But everything that the Mysterious does is pretty much redundant with other abilities in faction, while also being weaker than what other Effigies bring to the table, and that makes him an awfully hard sell.
  10. Tots definitely don't require Lilith to be effective. I switched from Lilith to Jacob at the start of M2E because of how little synergy she has with her standard crew. In time I've realized she can still be an effective Master, but still haven't had much luck with Nephilim lists, even with the additions from Wave 2. But yeah, as noted, lots of different elements go into who to choose, from opponent faction to the strategies and schemes. So even when I have a preference, that doesn't mean it is an absolute. I do tend to favor Pandora and Collodi for Turf War because of how much they rely on their 'bubbles of power' - but Lynch is definitely is up there in the running. The only Strategy where I would actively avoid him is probably Squatter's rights, as his crew doesn't often have lots of spare AP for interactions. For Turf War and Reckoning, I'd say he isn't my top choice for either, but has some advantages in each scheme that make him worth considering. Recoinnoiter, though, is the Strategy where Lynch has always shined for me, and where he would be my first choice. Heed My Voice at the right time to reposition enemies can completely ruin an opponent's plan late in the round. Lynch's minions aren't numerous, but Illuminated are very capable of operating independently. If your opponent sends one or two cheaper minions to try and control one quarter, and you confront them with an Illuminated, you have a good shot at being the last one standing. I've usually tossed in some Tots to help with activations and controlling some regions, but that was before Depleted entered the picture, and they look like they can be a solid choice as well. But as for the deeper question as to what Lynch brings to the picture that other Masters don't? 1) Brilliance is the obvious one, and it definitely can be powerful. For myself, I actually tend to run my Lynch crews without a heavy focus on Brilliance. If I get the chance to make it happen, great! But I try not to overextend myself in order to get it, unless I know for certain I can use it to guarantee a key model dies right away. As such, my Lynch crew isn't a completely typical one. Running a full Brilliance list is devastating when it works, but I don't like to put all my eggs in one basket, and I feel like that's what happens when I bring, say, a Beckoner along. 2) Tough crews. Jacob gets Hungry for free, essentially. Consider this - in Turf War, I could fill the center of the board with Jacob, the Hungering Darkness, Mr. Graves, Bad Juju, Nekima, an Illuminated, and a Doppelganger who can mimic any of the other's attacks. And still have the points for a couple key upgrades and a few extra soulstones. That's 7 models, none of whom are very easy kills, and all of whom can put out quite a bit of damage. 3) Adaptable crews. Illuminated have above average movement and durability, a solid melee attack, and an ok ranged attack. Jacob can fight in melee or at range. The Darkness can kill enemies, or manipulate them, or just fly around and drop scheme markers out of sight of the enemy. Jacob's abilities can help you build up better than average hands, and he himself can either use triggers to deal out high damage, or to weaken the opponent via Slow or Discarding. Graves brings both a melee threat to the table, as well as some free mobility for his friends. The crew can do a lot of things, and you can fill in some of their weaknesses with one or two key models. In a Wave 1 League, I ran Lynch and Lilith over the course of it, and ended up using Lynch in 4 of the 5 rounds. My standard crew with him was usually something like the following: Lynch (Woke Up With a Hand, Endless Hunger) + Hungering Darkness 2 Illuminated, 1 Waldgeist, 1 Terror Tot, Doppelganger, Hans Hans gives some long-range threat, which the Doppelganger can support. The Tot can sprint for objectives. The Waldgeist and Illuminated are some sturdy front-line minions who can bring their own cover. The Darkness can be an assassin and sneak along behind terrain until he finds a key target. And Jacob can follow the Illuminated and contribute where needed. With the Wave 2 additions, I'd probably try and make room for Graves, possibly at the cost of the Waldgeist. The Tot might become a Depleted, Hans might get downgraded to a Freikorps Trapper. But the goal overall is to have an answer to a wide variety of enemy crews, and be able to react to each opponent differently if I need to, rather than rely on one singular approach.
  11. That is true - though Collodi can at least Push next to them after the first swing, thanks to Run Away Home. Which won't help land the initial Black Blood, but should let him get into position for the Black Blood Pustule.
  12. I've looked at using the Black Blood Shaman with Collodi. Have him give Collodi Black Blood, and have Collodi give him Personal Puppet, and have the two of them hang out together. Then let an unsuspecting enemy charge Collodi, and watch the following happen: 1) Collodi takes damage. Enemy takes 1 damage from Black Blood. 2) This activates Personal Puppet. The Black Blood Shaman takes 1 damage to take a (1) Action. Enemy takes 1 damage from Black Blood. 3) Black Blood Shaman uses his free action to cast Black Blood Pustule from Collodi, possibly healing Collodi, while dealing 2 more damage to the enemy. Especially if Collodi happens to be running a more survival-focused list (with the buff to gain Armor, and Effigies that can provide healing), the enemy can end up taking more damage by hitting Collodi than they actually deal to him! And if you hand out the Black Blood to other minions (and Illuminated can also work well here), you can make it really painful for the enemy to get near your guys, since Collodi can use My Will to give the Black Blood Shaman more castings of Black Blood Pustule (with a +Flip bonus to help land the cast or have more options for triggers.) One final little perk - while the Black Blood on the Shaman is an Ability, the Black Blood he hands out to his friends is a Condition. Marionettes reduce damage from Conditions by 1, which means they can safely hang out near Collodi or anyone else the Shaman has buffed!
  13. Myth

    Viks plans

    Yeah, Hans can't completely shut down big enforcers. Still, dropping Slow on them can make a big difference - especially since they have Flurry, so Slow effectively costs them 2 attacks rather than 1.
  14. One thing I really like about them - they are the only thing the Dreamer can summon which drop Markers. So if you spam them with summoning, and treat them as completely disposable (either on offense or use them to protect Dreamer), you can end up with a bunch of scrap on the board. Which the Widow Weaver, if she has her upgrade, can then turn into Wicked Dolls - or Teddy. (Wicked Dolls also work well with the Stitched since they can hand out 1 point of healing, which is enough to heal Stitched back over their Hard to Kill threshold...)
  15. Myth

    Viks plans

    Hans is a very solid addition to a crew. It might seem like a bad fit for him to join a melee-centric group like the Viks, but I've actually found he can be quite useful to them. Namely, he puts some long-range pressure on the enemy. That can help the Viks approach without as much fear of enemy fire as they cross the board. It can also let him take out key threats to them, especially with his ability to slow, or negate minion's melee attacks. Basically, if the enemy tries to find spots where they are safe from Hans, that makes it harder for them to focus fire on the Viks... until it is too late. If the enemy doesn't let Hans impact their positioning, then you are going to get some nice damage and debuffing from him over the course of the game. So bringing him along is usually a win/win, as long as the enemy doesn't happen to have exceptional anti-sniper tech, or the mobility/teleportation to easily shut him down.
  16. Yeah, that is absolutely true. A lot of times, the best play is to just execute the Voodoo Doll as soon as possible, before Zoraida can drop extra conditions into it. Sure, it means 6 damage for your own model, but if you can survive that, it is better than the inevitable 6 damage + Burning + Poison + Paralyzed that you'll end up with anyway!
  17. Yeah, Hem is pretty potent. On the other hand, keep in mind that it is just about Zoraida's only way to really harm enemy models. I did recently have some pretty good success using Zoraida in a list with Wicked Dolls and some Merc Performers. Being able to really stack up Poison on enemies, and then convert it directly into damage via the Performer's Siren Call, was quite effective. And Siren Call also has an easy paralyze trigger for use with the Voodoo Doll. But even while successfully, it does require some careful positioning and timing to get it all working. Even with Hem, I consider most other Neverborn Masters to bring a lot more lethality to the table. And keep in mind that Hem can't target Leaders - if a battle comes down to Zoraida vs an enemy Master, she's going to have a rough time of it.
  18. I'm pretty sure Schemes only ever involving dropping Scheme Markers, not other types of Markers. The key is generally that Strategies often involve different types of markers, such as Stake a Claim which drops Claim Markers. Or some of the Story Encounter Strategies and Special Terrain, which involve other sorts of named markers. (Evidence Markers, Book Markers, Gem Markers, etc.)
  19. Right, but I think in that case, it is direct - it is just also conditional. But it isn't caused by the terrain, it is an inherent part of the attack. But yeah, all of this is pretty much just interpretation, as I don't think there is anything definitive in the rules either way.
  20. The question is, though, what counts as being the 'result' of the duel? I think once it becomes an indirect result - which is to say, is not part of the 'results' line of the attack itself - it is no longer affected by the accuracy modifier. So a defender's trigger would not be affected, nor would a flip for Hazardous Terrain that I happened to push you into as part of the attack.
  21. I'm pretty certain that any damage flip listed in the attack results would be affected by the modifier, so I think accuracy would apply to Transfixing Gaze. I'm less certain about Triggers. Defensive Triggers like Lady J's are not part of the attack, so I don't believe accuracy comes into play. But a damage flip that is built into an attack trigger, like Samael Hopkin's 'Ricochet'... I'm not sure how that would be handled. The rules seem to reference the triggers as being part of the attack's results (which would indicate they are affected by accuracy.) But that doesn't seem to be how the ability in question is intended.
  22. Saxif was complaining about a Ht 4 model being able to easily see a Ht 1 Gremlin hiding behind a Ht 3 wall. It sounded like you were saying that wasn't how it worked. If I misread your response, my bad! This definitely is the area of the rules where I've seen the most confusion and conflict over how it works, and how it should work...
  23. Here are the strengths of the Neverborn Masters, as I've found them: Lilith: She brings some serious mobility to the table. Tangle Shadows is a game-winning ability when used properly. Of the Strategies, Reckoning is where she often shines, given her ability to ensure you can get to vulnerable targets and take them out - and her ability to remove your own vulnerable models from danger (and even hide them behind terrain). She works well with Schemes where you can score the points early (Plant Explosives, Deliver a Message), and then just spend the rest of the game retreating and slowing your opponent with terrain, and prevent them from ever catching up to you in Vp. Pandora: Inflict and Misery make her very effective in Turf War, where she can punish enemies for clustering in one spot. As a very difficult to kill Master, she can be a good choice when Assassinate is on the table, especially as she can definitely put the hurt on an enemy Master who has a powerful attack. She is also well suited to Entourage. Her crew often has Activation manipulation and AP denial, which can be quite useful with schemes like Distract and Cursed Object. Zoraida: Obey has a lot of uses in several of the Strategies. It can be used for denial in Turf War or Recoinnoiter, by forcing enemy models to walk somewhere useless. It can be used in Squatter's Rights to quickly get your models to the markers and let them Interact to claim them. Similarly, any schemes that involve Interacting can benefit from Zoraida channeling her AP into a few key models. As such, she is generically good at many Schemes. Her weakness is being a bit more vulnerable to enemy countermeasures, and tending to lose the war of attrition when killy schemes are in play. If they can remove her models, she has fewer targets for Obey. Proper Manners is very good defense against being casually attacked, but if the enemy wants her dead, Focused fire can bring her down pretty quickly. Jacob: The Hungering Darkness comes with Heed My Voice, which can be used in a similar fashion to Obey for messing with enemy plans in Turf War and Recoinnoiter. It can't be used on your own models, so Jacob is less good at Interaction based schemes, especially as his crew numbers are usually not too high. However, he brings along a crew with some very durable minions, and ones that can pack quite a punch, which can be good for Reckoning and any schemes involving killing key targets (such as Make Them Suffer and Murder Protege). Collodi: Bringing along lots of cheap minions makes Collodi vulnerable to Reckoning. But in return, he is very well-suited to just about everything else. Turf War lets him plant his puppet bubble in the center zone and take control there. Recoinnoiter lets him outnumber his enemy all over the board, and the same comes into play with Squatter's Rights. For schemes, his ability to hire Mannequins, when combined with tons of cheap, significant models, is very effective at anything involve Scheme Markers. He is another very hard model to put down for Assassinate. His numbers, along with his AP denial, also makes him great at Distract and Cursed Object. The Dreamer: I haven't tried him much, so this is mainly conjecture. But I would guess that with access to Summoning, the Dreamer would have the edge in Recoinnoiter, but be a bit vulnerable with Reckoning. Lucius: Another Master I don't have much experience with. His ability to give out AP to his friends, and allow Interaction while engaged, would seem to work quite strongly for Squatter's Rights.
  24. Pretty sure it is. You ignore terrain if it has less Ht than either the attack or the target. Now, that works differently than it does for Vantage Points. With Vantage Points, you only get to ignore terrain that is equal to or less than the Ht of the lower model. On the other hand, you get to ignore any models between the two who are below the Vantage Point model. Which means all of the following is true: -A Ht 3 model, on the ground, can see a Ht 1 model hiding behind a Ht 2 wall, but cannot see a Ht 1 model hiding behind a Ht 3 wall. -A Ht 3 model, on the ground, can see a Ht 1 model hiding behind a Ht 2 model, but cannot see a Ht 1 model hiding behind a Ht 3 model. -A Ht 2 model, on Ht 2 terrain, cannot see a Ht 1 model hiding behind a Ht 2 wall. -A Ht 2 model, on Ht 2 terrain, can see a Ht 1 model hiding behind a Ht 3 model. I do get that abstractions are definitely an important tool here, but a bit more consistency between the two scenarios may have been worthwhile.
  25. Actually, all 'End of Turn' effects take place during the upkeep. However, if there are multiple effects involving the same model, the owner model of the model can choose the order. So, in this case, can do exactly as you say - choose for the Poison to tick, heal and bury, and then unbury at full health with a Hollow Waif.
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